====== 02. Facts about the Dungeon ======

The dungeon is in a mountainous region and has been buried for countless years. It can have any number of entrances, but for ease of play, we have provided only one. If the DM desires to add more, they should be well hidden or even guarded by the creatures protecting their portion of the dungeon (kobolds near the front, winter wolves along the cold northeast section, and so on).

Because the northern reaches of the World’s Largest Dungeon have access to the surface world, it should be in a remote area, lest adventurers know all along it is here. Page 8 lists a number of ways for the PCs to “stumble” upon the Dungeon, but ultimately, what draws the PCs to the Dungeon is for the DM to decide.

A chasm filled with magma (consisting solely of mephits) pushes through the
earth beneath the Dungeon. It must have a beginning and end point, but the DM may simply insist that it remains under the earth, pushing up under a lake or sea bed, warming the ocean currents.

The monsters in the Dungeon do not have children. There are no locations with baby orcs or yuan-ti eggs. If this does not mesh with your vision of a harmonious dungeon, we apologize now. Killing children, whatever their race, faction, or identification, is not heroic.

What you are reading is the product of one line developer, almost 20 writers, and over 100 years of imagination and gameplay. We made it fun first and useful second. Logic was a byproduct of our stubbornness, but was always subordinate to the first two laws.

We hope you enjoy the read.